mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
fcd7c0fc3d
Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
119 lines
4.3 KiB
Rust
119 lines
4.3 KiB
Rust
//! Demonstrates how to use transparency in 3D.
|
|
//! Shows the effects of different blend modes.
|
|
//! The `fade_transparency` system smoothly changes the transparency over time.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(Msaa::default())
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, fade_transparency)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// opaque plane, uses `alpha_mode: Opaque` by default
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(shape::Plane::from_size(6.0)),
|
|
material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
|
|
..default()
|
|
});
|
|
// transparent sphere, uses `alpha_mode: Mask(f32)`
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(
|
|
Mesh::try_from(shape::Icosphere {
|
|
radius: 0.5,
|
|
subdivisions: 3,
|
|
})
|
|
.unwrap(),
|
|
),
|
|
material: materials.add(StandardMaterial {
|
|
// Alpha channel of the color controls transparency.
|
|
// We set it to 0.0 here, because it will be changed over time in the
|
|
// `fade_transparency` function.
|
|
// Note that the transparency has no effect on the objects shadow.
|
|
base_color: Color::rgba(0.2, 0.7, 0.1, 0.0),
|
|
// Mask sets a cutoff for transparency. Alpha values below are fully transparent,
|
|
// alpha values above are fully opaque.
|
|
alpha_mode: AlphaMode::Mask(0.5),
|
|
..default()
|
|
}),
|
|
transform: Transform::from_xyz(1.0, 0.5, -1.5),
|
|
..default()
|
|
});
|
|
// transparent unlit sphere, uses `alpha_mode: Mask(f32)`
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(
|
|
Mesh::try_from(shape::Icosphere {
|
|
radius: 0.5,
|
|
subdivisions: 3,
|
|
})
|
|
.unwrap(),
|
|
),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::rgba(0.2, 0.7, 0.1, 0.0),
|
|
alpha_mode: AlphaMode::Mask(0.5),
|
|
unlit: true,
|
|
..default()
|
|
}),
|
|
transform: Transform::from_xyz(-1.0, 0.5, -1.5),
|
|
..default()
|
|
});
|
|
// transparent cube, uses `alpha_mode: Blend`
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(shape::Cube { size: 1.0 }),
|
|
// Notice how there is no need to set the `alpha_mode` explicitly here.
|
|
// When converting a color to a material using `into()`, the alpha mode is
|
|
// automatically set to `Blend` if the alpha channel is anything lower than 1.0.
|
|
material: materials.add(Color::rgba(0.5, 0.5, 1.0, 0.0)),
|
|
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
|
..default()
|
|
});
|
|
// opaque sphere
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(
|
|
Mesh::try_from(shape::Icosphere {
|
|
radius: 0.5,
|
|
subdivisions: 3,
|
|
})
|
|
.unwrap(),
|
|
),
|
|
material: materials.add(Color::rgb(0.7, 0.2, 0.1)),
|
|
transform: Transform::from_xyz(0.0, 0.5, -1.5),
|
|
..default()
|
|
});
|
|
// light
|
|
commands.spawn(PointLightBundle {
|
|
point_light: PointLight {
|
|
intensity: 1_000_000.0,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(4.0, 8.0, 4.0),
|
|
..default()
|
|
});
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
/// Fades the alpha channel of all materials between 0 and 1 over time.
|
|
/// Each blend mode responds differently to this:
|
|
/// - [`Opaque`](AlphaMode::Opaque): Ignores alpha channel altogether, these materials stay completely opaque.
|
|
/// - [`Mask(f32)`](AlphaMode::Mask): Object appears when the alpha value goes above the mask's threshold, disappears
|
|
/// when the alpha value goes back below the threshold.
|
|
/// - [`Blend`](AlphaMode::Blend): Object fades in and out smoothly.
|
|
pub fn fade_transparency(time: Res<Time>, mut materials: ResMut<Assets<StandardMaterial>>) {
|
|
let alpha = (time.elapsed_seconds().sin() / 2.0) + 0.5;
|
|
for (_, material) in materials.iter_mut() {
|
|
material.base_color.set_a(alpha);
|
|
}
|
|
}
|